The Star Citizen Thread v5

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That is what it's all about, spending cash in game to advance, if FD said, well you can now buy ships for cash that is real life money, then it would be the same. We all knew that the ship sales will continue that is just too obvious.

Yeah no suprise here, i predicted that the moment they kept doing selling ships after they hit their last stretchgoal.
Seeing how successfull it goes and how much money it gets them wouth delivering anything of substance it would be foolish for CR to not TAP that.
Together with the fact that he askes for a subscription fee for a better newsletter...and already giving subscribers several advantages...we all know how this will go...but the citizen will be all the more happy about it and it was always planned that way..we all know how forgetfull those people are with those things...

And if it all comes to a end or release...and people will complain about the obvious pay to win..they will all shout at the latecomers about not being beliefers and should have paid earlier when they had the chance for it.

But hey, we all know how greedy FD is with their expansions and paintshop sellings...people even calling it pay to win...do i have to say any more?
 

jcrg99

Banned
He basically enjoys spitting noise while overcompensating for lack of progress. Everyone knows someone who is constantly bigging themselves up, constantly bragging about real/fake achievements etc, harmless in itself but when it's being used as a wallet loosening catalyst it eventually leads to distrust and anger, always.

It's one of the most glaring points of distinction when you stack CR against DB, purely measuring up their 'talk' and their 'deliverables'. what's clear from what I've seen is that when DB says something he follows it through and delivers a product that generally matches or exceeds expectations, when CR says something, you could put money on it being over-exaggeration or his own imagination running riot, which leads to no/late delivery and dissapointing end products.

And then you learn why Braben is in the business for decades as the CEO of the same company, while Roberts killed 4 or 5 business before RSI.
 
Well unless they significantly update multicrew ships to be able to out maneuver fighters by the time the game ever gets released, I don't see anyone killing me with one of those things solo. If they did then I would truly be concerned about P2W.

I actually quite like the combat.

The thing is it's not about winning per se. Most games try to start with a reasonably level playing field because each and every person has paid the box price. CIG is throwing that out of the window and working on a "have/have not system" with a clear display of preference towards those that have paid more while also claiming that purchases are only to support the game, not to gain an advantage.
 
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About gameplay you can look at E and different playstyles payouts, how much balancing was done (like Exploration and bounty hunting payouts increasing, SOTHIS runs added and so on)
and is it OK now after all this?!

Since they are planning to add much more complex economy then Elite, there will be even more exploits/bugs possible to find by players..and yes, expect crazy flame wars about that in SC forums...

The thing is credit exploits in ED are not a big deal to be honest, thanks to the size of the galaxy and the obvious lack of influence players has over other players. We never had a credit reset or anything for stuff like robigo or the rare goods trade that was broken for some time.
But all of it is possible and not of a big of a deal because of "no easy trade for credits to other players"...and "no buying credits for real money" together with a lack of trading between player. There wasnt a price inflation at the end, thanks to that.

If we had one of those...then it would have a much bigger impact on the game itself.
 
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I felt the need to comment because it's the 'cool' thing here to bash it.
It is not the 'cool' thing here to bash it. It is a venting of frustration.

A painful discussion between people who think games should be made with a plan and oversight and a price point of around $60, versus people who think it is a good thing that it is made without a plan and without oversight and shameless prices for game pieces.
 
The thing is credit exploits in FD are not a big deal to be honest, thanks to the size of the galaxy and the obvious lack of influence players has over other players. We never had a credit reset or anything for stuff like robigo or the rare goods trade that was broken for some time.
But all of it is possible and not of a big of a deal because of "no easy trade for credits to other players"...and "no buying credits for real money" together with a lack of trading between player. There wasnt a price inflation at the end, thanks to that.

If we had one of those...then it would have a much bigger impact on the game itself.
Fundamentally, the problem with the whole discussion is that no-one seems to know how the economy is supposed to work. What are the faucets and sinks; what are the market dynamics; what is stuff actually worth, not so much in credits but in effort (which is what will eventually determine value in any player-influenced system).

The market in ED is about as closed and locked-down as it can ever be without making player actions completely irrelevant, and crucial parts of it offer no dynamics worth the name at all. This means that a lot of problems that can come with an in-game economy simply don't exist. The dynamics — or more accurately the lack thereof — simply don't allow them to emerge.

How will things work in SC? There's no way to tell because no-one is telling and/or it hasn't even been decided yet. All we know is that some in-game items are hilariously and insanely priced, and that there are hints that both of those will only go up if the game is ever released. But what that actually means for the in-game value worth of the stuff is anyone's guess.
 
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When Elite ever finally has space legs there will be no real reason to get up because all functions trade/mining can be done from the seat. Having it be some contrived expansion that the core of the game can do without is probably Elites greatest mistake...

So Elite falls short because you cant walk about, but when it comes it will be a mistake, and there will be nothing to do when you can. This, despite you not knowing what features will be in the game when you can actually walk about?

Right. :S

- - - - - Additional Content Posted / Auto Merge - - - - -

Fundamentally, the problem with the whole discussion is that no-one seems to know how the economy is supposed to work. What are the faucets and sinks; what are the market dynamics; what is stuff actually worth, not so much in credits but in effort (which is what will eventually determine value in any player-influenced system).

The market in ED is about as closed and locked-down as it can ever be without making player actions completely irrelevant, and crucial parts of it offer no dynamics worth the name at all. This means that a lot of problems that can come with an in-game economy simply don't exist. The dynamics — or more accurately the lack thereof — simply don't allow them to emerge.

How will things work in SC? There's no way to tell because no-one is telling and/or it hasn't even been decided yet. All we know is that some in-game items are hilariously and insanely priced, and that there are hints that both of those will only go up if the game is ever released. But what that actually means for the in-game value worth of the stuff is anyone's guess.

Star Citizen Economy

DISCLAIMER: As with all early releases of design information, this is a work in progress. Particularly with the economy, which is a very volatile system and will require the most careful balancing, systems and data are subject to change.

THE MACHINE

In order to create a fairly stable economy, and yet one that is still able to be affected by player actions, the economy in Star Citizen is built to represent millions of entities (whether players or NPCs) that work together to move resources and finished goods from one end of the galaxy to the other. Miners and other resource gatherers work to extract basic resources from the available supply, traders collect those goods and deliver them to other places, escorts protect those convoys from harm (while pirates attempt the opposite), refineries turn the raw goods into processed goods, and factories collect these processed goods to build the finished products that are in demand on worlds throughout the Star Citizen universe. These goods are not assigned an arbitrary fixed price at each location. Instead, we are creating an organic system that keeps track of how much of everything is available, how much it is needed, where it is needed, and what individuals are willing to pay to get it.


Because the simulation reflects a real population going about their business, if a player is not available to carry ore from Ellis to Terra, an NPC cargo hauler will step in and run the route. If escorts are needed, and players are unavailable to escort that transport, then NPC pilots will escort the vessel. Pirates, too, might be NPC or player ships.


Meanwhile, the nodes that are producing, refining, and consuming these goods are run by non-player characters, as well. As players progress in the game, they may choose to purchase some of these facilities and take over the day-to-day oversight.


Business goes on, and players step in wherever they wish to take part.
 
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Star Citizen Economy
DISCLAIMER: As with all early releases of design information, this is a work in progress. Particularly with the economy, which is a very volatile system and will require the most careful balancing, systems and data are subject to change.
Yes, and not only is that information 3 years old, it is also rather lacking in any kind of detail, especially in that most critical of areas: actual worth and value. One would have expected them to have run a few simulations on this by now and been able to present a more comprehensive idea of what they want the final result to be like, but nothing of the kind has appeared from what I've seen.
 
How to make this thread about instant ship transfer...hmmm

The contagion must spread.
Subtly make a suggestion about how SC will incorporate or avoid tedium and inconvenience as a core game design element, and then use carefully chosen examples from… ehrm… “other games” to illustrate what's good and what is not. ;)
 
From CIG: About HUD and MFD in 2.5. They are aware of the issues. Will implement better UI in 2.6 onwards.
wleverett_cig said:
These are intended design changes but it just so happens that 2.5.0 catches us right in the middle of the older HUD/Combat Visor system and the completion of the redesigns in our Multi Function Displays.
Some of the MFDs are blocked by the helmet, some are too small to ready, some are just awkward to read in combat. We're actively working on our UI experience now, and we'll have much more for you in 2.6.0.
Source: https://www.reddit.com/r/starcitizen/comments/4zkv34/official_250_feedback_thread/d6wyn6u

Little Update

Reverse the 'Verse: Episode 2.04
TLDR
  • Today's RTV was in Frankfurt hosted by Brian Chambers and two guests: Jason Cole, Lead Cinematic Animator, and Francesco Roccucci, Lead AI Programmer
  • They talked about Miles Ekhart who was the Quest giver in the 3.0 demo
    • Miles took about three weeks from shoot to implementation and this was the first time they'd done a cinematic quest giver like miles using the new tools and bug fixing those tools along the way.
    • It may take only two weeks per quest giver like miles and that was a generous time scale they said.
    • Miles won't be the only cinematic quest giver for 3.0 as they're scheduling another shoot specifically for 3.0.
    • Mile's eye movement during interactions was the actor himself trying to be sketchy, the IK Look system has only the on/off feature and they're working on having it blend naturally so the AI's focus is on you instead of in your general direction.
  • Francesco Roccucci talked in depth about the Subsumption system, I highly recommend you watch it as there's too much detail for me to summarise properly
    • Subsumption is a collection of systems that include behaviour of characters, missions and is what connects it to the games code.
    • The goal for subsumption is to make AI as life like as possible and what a player can do or go, so can an AI. Ship repairs, manning a console, etc.
    • The amount of AI in an area depends on the area itself, small enclosed spaces wont be packed, but larger spaces will have more AI.
    • The intent is to LOD AI to allow a large amount on screen at any given time, the physical model is what limits the amount, not the AI actions.
    • Currently they can have up to 40 AI on screen at any given time without optimisation.
 
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That actually makes me think...I don't think there is any actual ship transfer in SC. Your ships are just there whether you are at Olisar or Grim.

Does anyone who knows better actually know if there is any sort of design around ship management?
 
Follow-on, does anyone know why they're getting rid of the HUDs in favour of the MFDs?

Because they're finally beginning to realise how terrible the existing HUD designs were?

Nonono, it can't be! They even hired a guy that worked on real fighters HUDs to make it for SC ships! D:

This is the kind of thing I'm harping on, illogical jumping to conclusions. The HUD was always a wip and never final. Since the thing started they wanted cockpits to be dynamic but couldn't really do that because they needed to be designed. Design a quick placeholder until the "real" implementation is implemented. It's like you cannot see beyond your negative perception.
 
This is the kind of thing I'm harping on, illogical jumping to conclusions. The HUD was always a wip and never final. Since the thing started they wanted cockpits to be dynamic but couldn't really do that because they needed to be designed. Design a quick placeholder until the "real" implementation is implemented. It's like you cannot see beyond your negative perception.

There is nothing 'illogical' in assuming that when a developer is going around telling customers that the game is almost finished, it is. Unless of course one assumes that the only reason they say that is because said customers are asking for refunds because the game isn't finished...
 
So Elite falls short because you cant walk about, but when it comes it will be a mistake, and there will be nothing to do when you can. This, despite you not knowing what features will be in the game when you can actually walk about?

It's a valid point in that a game built from the ground up to require that you stand up, exit your ship, walk to a merchant, oversee goods transfers, return to your ship, etc... Would feel natural after doing it that way from the beginning, but tacking it on 2 years later would make people scratch their heads and ask "why would I do that when I could do it all in 15 seconds from here." So it loses a bit of the *shudder* immersion. It would be a fun little feature that I would never use. If SC doesn't give you a console from the ship it will become a much-cursed "time sink" and will likely get a shortcut eventually. However, my recent experiences with NMS tells me that I WILL happily spent hours upon hours wandering aimlessly if there are little things here and there to pick up and stuff away for later, so I'm not coming down on the Elite : First Person expansion. I expect some fun out of it, just probably not on its own. Tie it into some other features, or maybe even entirely different seasons content, and it could be great.

We all have to wait and see. First Person was fun in the SC free weekend, but at the same time its limits were apparent, and I don't think that just applied to the current state of the game, but to FP on a grand scale in general. Some things are meant to be scenery only, and when you try to cross that invisible boundary the whole experience suffers by that invisible wall. Example: space game, space station, what could be better than an airlock that allows an EVA, and you know it's possible in universe, it HAS to be, but if it isn't part of the game you've found a boundary and the whole facade comes off.

I think I may have veered off subject.
 
This is the kind of thing I'm harping on, illogical jumping to conclusions. The HUD was always a wip and never final. Since the thing started they wanted cockpits to be dynamic but couldn't really do that because they needed to be designed. Design a quick placeholder until the "real" implementation is implemented. It's like you cannot see beyond your negative perception.

Then they looked at Elite and wanted to do the same, but with more fidelity and superior bananas.... It's very obvious where they got the idea from, same as the landing pads LMAO.
 
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